﻿Shader "PostEffect/SceneFadeEffect2"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_AniTex ("Animation Texture", 2D) = "white" {}
		_Angle("Angle", Float) = 0.0
		_MaskColor("MaskColor", Color) = (1,1,1,1)
		_IsForward("IsForward", Int) = 0
		
	}
	SubShader
	{
		// No culling or depth
		Cull Off ZWrite Off ZTest Always

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				float4 vertex : SV_POSITION;
			};

			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = v.uv;
				return o;
			}

			sampler2D _MainTex;
			sampler2D _AniTex;
			float _Angle;
			fixed4 _MaskColor;
			int _IsForward;

			fixed4 frag (v2f i) : SV_Target
			{
				fixed4 col = tex2D(_MainTex, i.uv);
				fixed4 col2 = tex2D(_AniTex, i.uv);
				col.rgb = col2.rgb * col2.a + col.rgb * (1 - col2.a);
				return col;
			}

			ENDCG
		}
	}
}
